! Austin, haven't seen you for some time - but now you're back, and I'd say you're back with a bang!! Man, u rule! Just downloading your fixed de_prodigy2k, can't wait to try it.
Ah, the download just finished - you excuse me...
*LOL*...oh no! I should have described the door better. Austin, you untriggered the one door that would have worked with bots - unfortunately, there's a large garage door somewhere in the level, and that door is the one that makes bots get stuck... but it's easy to overlook when you walk through the level alone and it's open.
The door you untriggered was one with what I always call "walk-into" buttons. Those can be waypointed, even if it makes placing WPs inside walls necessary - it's possible, and if it's well-waypointed, it works 100%.
The door I failed to describe properly is one that's operated by means of normal buttons that need to be pushed by pointing at them and pressing the "use" key. THIS is next to impossible for bots and will cause nothing but problems.
Sorry about that... BUT: Your installer was a "walk in the park" once more, the console didn't show any stupid messages, and the map plays just fine - only that the waypoints are outdated now...
And besides, if it worked so well with this door, it will work with other doors and other levels as well!!
Just one question: Is it possible to convert a pushable button ("use" key) into the kind of trigger entity you removed ("walk-into")? This would be a perfect solution to keep the original looks and add to the atmosphere (imagine a bunker door that just swings open...) of the level, while at the same time it would get rid of bot problems. But hey, even if that isn't possible, we know now that triggered doors can be changedd to untriggered ones - cool!